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Everything posted by TheMagicMushroomMan
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Doom belphegor edition (demo, 4 maps)
TheMagicMushroomMan replied to Belphegor's topic in WAD Releases & Development
I didn't even notice that he posted the name of the mod before claiming it was only "aesthetic". Good luck on the id archive! I'm downloading it when I sit down tonight! -
Doom belphegor edition (demo, 4 maps)
TheMagicMushroomMan replied to Belphegor's topic in WAD Releases & Development
Hey man, I think I'm going to start Happy today. Looks awesome, I've been waiting for the finished version. @Belphegor your maps are a good start, and they don't look to ugly, you just need to work on the overall layout. I'll give a better write-up tonight. -
Doom belphegor edition (demo, 4 maps)
TheMagicMushroomMan replied to Belphegor's topic in WAD Releases & Development
It's okay Sir Clippy <3 -
Doom belphegor edition (demo, 4 maps)
TheMagicMushroomMan replied to Belphegor's topic in WAD Releases & Development
Hey! You quoted the wrong person, man! I think you meant to say that to @ElPadrecitoCholo -
Doom belphegor edition (demo, 4 maps)
TheMagicMushroomMan replied to Belphegor's topic in WAD Releases & Development
Too much italics, didn't read. But that gameplay mod you are using in the screenshots is certainly not just an "aesthetic" mod. -
Doom belphegor edition (demo, 4 maps)
TheMagicMushroomMan replied to Belphegor's topic in WAD Releases & Development
Looks like treasure tech, I could be wrong. I also agree with @Zolgia108, the maps could use some work. @ElPadrecitoCholo You can use italics if you want, but tbh I usually skip over your posts because walls of italic text are hard to read. -
It doesn't matter, you're sharing it with people who might not have bought it. Just because you own the game doesn't mean you own the rights to the music. That's the entire point of copyright. As of right now you're illegally distributing a soundtrack that doesn't belong to you.
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Well, that's illegal. Those files belong to Mick Gordon/Bethesda. You can't use copyrighted mp3s in your wad. That's the same thing as using mp3s from a Slayer album in your wad. You are illegally distributing files. This is the same reason you couldn't redistribute the Plutonia iwad.
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Thanks for the reply. Are you saying you're using the soundtrack from Doom 4/2016? It's hard for me to hear it because I'm using my phone's speaker.
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Any WADS/TC like Pirate Doom?
TheMagicMushroomMan replied to Tony_Danza_the_boss's topic in WAD Discussion
Doomed in Space by @Doomkid has a lot of charm, same with his Rowdy Rudy series. Golden Souls series is great Alien Bastards, like @Charlie Love said. Preacher is by the same author as Pirate Doom. The "Vacation DBP" is cute So is Adventures of Square I'll update/bump when more come to mind. -
WADs that get progressively easier as they go on.
TheMagicMushroomMan replied to Chip's topic in Doom General
I stated several posts back I was being sarcastic, but thank you for your concern! -
If all wads are canon, I'm making a wad where The Doomguy/Slayerman has a dinner date with a Baron of Hell. The dinner will be Daisy. The wad will include support for Hdoom so you can have sex with the Baron. But you don't have to use Hdoom, you can just shoot the Baron instead. The wad will end with Doomguy coming home from the date and taking a poop. The wad can be called "Pushing Daisies".
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While I'm glad that you're passionate about this, I still have no idea what it is. Have you ever thought about maybe starting out by completing and polishing something like a single map? As it stands this looks more like a hodgepodge of mods than a megawad with it's own identity. From the videos, I have no idea what parts of the wad are yours and what parts are other people's mods. You should instead make a map that is compatible with mods, so the people playing it can use the mods they want. If someone doesn't like D4T, they aren't going to play this. You are limiting your audience. Try making a single, good, polished vanilla-ish map. You'll get better feedback and more people will play it. Unfortunately most people aren't that interested in an amateur megawad unless it is something that really stands out as excellent. People will, however, play a standalone map or two so they can help you with feedback. Plus, I normally don't bitch about filesize, but 1.2gb seems a little much, and I doubt it should actually be that large of a file. Try to work on your own mapping skills first and foremost instead of combining a bunch of mods together. Gameplay mods can't save a bad map. Watching the videos you posted, it looks incoherent and frustrating, like a bunch of ideas mashed together and churned through a machine. And then put in a blender. And then those poor, liquified ideas were poured out all over a bunch of square and rectangular rooms with weapons and items randomly sprinkled all over them. Kind of like shitting out alphabet soup and trying to read what it says, but with added texture filtering*. The whole thing looks like, as someone else put it, like you're a constructor building a kingdom without knowing how to build a castle. From the videos alone I can spot these issues: •Poor texture alignment •Poor texture coherency/aesthetics •Poor enemy placement/enemies don't fit logically or aesthetically •Poor weapon and item placement •Annoying marines •Repetitive environments •Poor detailing •Unfitting music (are you using copyrighted music? If so, this is illegal) •Lack of atmosphere/purpose •Most rooms are too square •Geometry is often ugly/awkward to navigate •Decorations get in the way of movement •Lighting is lacking •Poor combat encounters/enemy placement •Mods and weapons that don't make sense in terms of the combat encounters you provide •Poor height variation, Wolf3D-looking layouts •Annoying and repetitive sound effects •Too many R667 enemies that make the wad more incoherent and don't fit aesthetically •Big and meaningless rooms, or long corridors that serve no purpose •Secrets in plain site •Too many secrets •Maps look poorly paced •Weapon caches are overkill and look silly •Cramped hallways that even you can't seem to navigate well •Trivial difficulty due to overabundance of items and ammo •FILE SIZE ◇ And most importantly, it lacks a sense of identity. It looks more like a video of someone showing off gameplay mods, instead of someone showing off cool maps they made. I can only judge your work from what you've made, not what other people have made. Mods, if used, should compliment your maps, not overpower them. Going by previous comments, you seem to have used so many mods that you can't remember them all and therefore can't properly credit the work of others. Everything about this, from the file size to the forced mods, seems to be made to deter people from playing it. Also, you don't need to link (or credit) id games archive or zdoom. Just state what source port it was made for. *please turn off the texture filtering, it makes Doomguy angry I'm sorry to say it, but at this point the project seems like a lost cause. Go build your castle, then people will visit your kingdom.
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The effort here is undeniable!
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WADs that get progressively easier as they go on.
TheMagicMushroomMan replied to Chip's topic in Doom General
Did not know this. I was just trying to get a quick chart with the enemy counts in Scythe 2. Thanks for the info! -
WADs that get progressively easier as they go on.
TheMagicMushroomMan replied to Chip's topic in Doom General
Malware on the Doom Wiki?! The Fortnite ads sure are annoying as shit anyway. -
WADs that get progressively easier as they go on.
TheMagicMushroomMan replied to Chip's topic in Doom General
I was being sarcastic. "The first image is for map01. The second one is map23. The six (SIX! Can you believe that shit? Erik Alm is a fucking PSYCHOPATH) sergeants wandering around map01 serve as a more than adequate warmup for the 243 revenants in map23. Notice how Erik totally understands how ITYTD works, evidenced by the fact that he cuts eight revenants from map23 compared to UV." Scythe 2's biggest failing is that lowering the difficulty does next to nothing. Having 235 revenants instead of 243 makes no difference. The first half is easy enough that anyone can beat it. The latter sections are tedious and grindy, like @seed said. And the plasma trooper is the most annoying custom enemy I've ever seen. The Afrit isn't much better, and works better in wads the lower his health. map23 is the worst, with the sea of revenants at the end. And map27 made for a better finale than the map30 that was added later. -
What Are The Worst Pieces Of Music You've Listened To?
TheMagicMushroomMan replied to DSC's topic in Everything Else
Thought this was a joke at first. Fuck Gene Simmons for molesting Prodigy like that. -
Bridgeburner's Playtesting Series (currently closed)
TheMagicMushroomMan replied to Bridgeburner56's topic in WAD Discussion
You should play this cool map I made about fifteen years ago when I was ten. It's called "Bastion of Chaos". Here's the link to it: https://drive.google.com/file/d/1ttInCgcIylz7dlvKri3aw7dtGdUdmvvz/view?usp=sharing -
Is Shotgunner's name is John Stalvern ?
TheMagicMushroomMan replied to The Lone Wolf's topic in Doom General
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WADs that get progressively easier as they go on.
TheMagicMushroomMan replied to Chip's topic in Doom General
Git gud. Scythe 2 is a perfect example. You get your ass reamed, I mean totally REAMED on map01. By the time you get to map23, it's all child's play. PROOF The first image is for map01. The second one is map23. The six (SIX! Can you believe that shit? Erik Alm is a fucking PSYCHOPATH) sergeants wandering around map01 serve as a more than adequate warmup for the 243 revenants in map23. Notice how Erik totally understands how ITYTD works, evidenced by the fact that he cuts eight revenants from map23 compared to UV. The answer OP is looking for is Scythe 2. Close the thread. -
WADs that get progressively easier as they go on.
TheMagicMushroomMan replied to Chip's topic in Doom General
scythe2.wad